b3GpuDynamicsWorld improvements:
apply forces copy linear/angular velocity every frame at the CPU side, initial velocity works now hook up setGravity Note: the 'stepSimulation' for GPU only simulates a single simulation frame.
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@@ -33,7 +33,9 @@ public:
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int registerPhysicsInstance(float mass, const float* position, const float* orientation, int collisionShapeIndex, int userData, bool writeInstanceToGpu);
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//if you passed "writeInstanceToGpu" false in the registerPhysicsInstance method (for performance) you need to call writeAllInstancesToGpu after all instances are registered
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void writeAllInstancesToGpu();
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void setGravity(const float* grav);
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void reset();
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void addConstraint(class b3TypedConstraint* constraint);
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cl_mem getBodyBuffer();
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